![](/media/cache/img/default_profile.jpg.50x50_q85.jpg)
demo
Dependencies: mbed Gamepad N5110
main.cpp
- Committer:
- Ting12138
- Date:
- 2020-05-14
- Revision:
- 0:ba32cfe0051e
- Child:
- 1:7b5a843acc05
File content as of revision 0:ba32cfe0051e:
///////// pre-processor directives //////// /* ELEC2645 Embed Systems Project School of Electronic &Electrical Engineering University of Leeds Name:Liu Liting Username:el17ll Student ID Number: ID For LEEDS:201199465 ID For SWJTU:2017110353 Date: 15/05/2020 */ #include "mbed.h" #include "Gamepad.h" #include "N5110.h" #include "Engine.h" #include "main.h" #define THE_WALL_WIDTH 2 #define THE_WALL_GAP 12 #define ROCKET_SIZE 2 #define FOODS_SIZE 2 #define SPEED 2 /////////////// structs ///////////////// struct UserInput { Direction d; float mag; Vector2D mapped_coord; }; /////////////// objects /////////////// N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11); Gamepad pad; Engine eng; ///////////// prototypes /////////////// void init(); void update_game(UserInput input); void renders(); void beginning(); void end_game(); void introduction(); void finger_snap(); ///////////// Images /////////////// const int symbol1[25][32] = { { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }, { 0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0 }, { 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0 }, { 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0 }, { 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0 }, { 0,0,0,1,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,1,0,1,0,0,1,0,0,1,0,0,0 }, { 0,0,0,1,0,0,0,1,1,0,0,1,0,0,0,0,1,1,0,0,1,0,1,0,1,1,0,0,1,0,0,0 }, { 0,0,0,1,0,0,0,1,1,0,1,1,0,0,0,1,0,0,1,1,1,0,1,1,0,1,0,0,1,0,0,0 }, { 0,0,0,0,0,0,0,1,1,0,1,0,0,0,0,1,0,0,1,0,0,0,1,0,1,1,0,0,0,0,0,0 }, { 0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,1,0,0,1,0,1,1,0,0,0,0,0,0,0 }, { 0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,0,0,0,1,1,0,0,0,0,1,0,0,0 }, { 0,0,1,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,1,1,0,0 }, { 0,0,1,1,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,1,1,0,0 }, { 0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,1,0,0,0 }, { 0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,1,0,0,0 }, { 0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,1,1,0,0,0,1,0,0,0,0,0 }, { 0,0,0,0,0,0,0,0,0,1,1,0,1,0,1,1,1,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0 }, { 0,0,0,1,0,0,0,0,0,0,1,1,0,0,0,0,1,1,0,1,0,0,0,0,0,0,0,0,1,0,0,0 }, { 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,1,0,0,0 }, { 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,1,0,0,0 }, { 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0 }, { 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0 }, }; const int symbol2[25][32] = { { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }, { 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0 }, { 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0 }, { 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0 }, { 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0 }, { 0,0,1,1,1,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,1,0,1,0,0,1,0,1,1,1,0,0 }, { 0,0,1,1,1,0,0,1,1,0,0,1,0,0,0,0,1,1,0,0,1,0,1,0,1,1,0,1,1,1,0,0 }, { 0,0,0,1,0,0,0,1,1,0,1,1,0,0,0,1,0,0,1,1,1,0,1,1,0,1,0,0,1,0,0,0 }, { 0,0,0,0,0,0,0,1,1,0,1,0,0,0,0,1,0,0,1,0,0,0,1,0,1,1,0,0,0,0,0,0 }, { 0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,1,0,0,1,0,1,1,0,0,0,0,0,0,0 }, { 0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,0,0,0,1,1,0,0,0,0,1,0,0,0 }, { 0,0,0,1,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0 }, { 0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0 }, { 0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,1,0,0,0 }, { 0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,1,0,0,0 }, { 0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,1,1,0,0,0,1,0,0,0,0,0 }, { 0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,1,1,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0 }, { 0,0,0,1,0,0,0,0,0,0,0,1,1,1,0,0,1,1,0,0,1,0,0,0,0,0,0,0,1,0,0,0 }, { 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,0,0,0,0,0,1,0,0,0 }, { 0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0 }, { 0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0 }, { 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0 }, }; //////////////// the main functions ////////////////////// int main() { while (1) { int fps = 6; init(); // initialise and then display screen... beginning(); introduction(); // The intro of the story renders(); wait(1.0f/fps); // and wait for one frame period while (1) { eng.read_input(pad); eng.update(pad); renders(); wait(1.0f/fps); if (eng.get_final_score() < 3) { // setting diffculty to regard the current ffoods number fps = 6; } if (eng.get_final_score() == 3) { fps = 9; } if (eng.get_final_score() == 4) { fps = 12; } if (eng.get_final_score() == 5) { fps = 15; } if (eng.get_final_score() == 6) { // you win!! finger_snap(); break; } else if (eng.get_final_score() < 0) { // you lose :( end_game(); break; } } } } /////////////the introduction part//////////////// const int introduction1[8][84] = { { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0 }, { 1,0,0,0,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0 }, { 1,1,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0 }, { 1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1 }, { 1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1 }, { 1,1,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0 }, { 1,0,0,0,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }, }; const int introduction2[8][80] = { { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }, }; const int introduction3[8][80] = { { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }, }; const int intro3[16][18] = { { 0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0 }, { 0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0 }, { 0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0 }, { 0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0 }, { 0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0 }, { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0 }, { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0 }, { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 }, { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 }, { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0 }, { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0 }, { 0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0 }, { 0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0 }, { 0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0 }, { 0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0 }, { 0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0 }, }; void init() { // need to initialise LCD and Gamepad lcd.init(); pad.init(); // initialise the game with correct ball and paddle sizes eng.init(THE_WALL_WIDTH,THE_WALL_GAP,FOODS_SIZE,SPEED); } void beginning() { lcd.clear(); lcd.printString("The power food",0,0); //play messages lcd.printString("Start story",9,4); lcd.drawSprite(25,8,25,32,(int *)symbol1); lcd.refresh(); pad.tone(440.00,0.60); // adding the theme music, which is my favorite song(hei,hei) wait(0.60); pad.tone(329.63,0.60); wait(0.60); pad.tone(392.00,0.60); wait(0.60); pad.tone(392.00,0.30); wait(0.30); pad.tone(293.66,0.30); wait(0.30); pad.tone(293.66,0.30); wait(0.30); pad.tone(261.63,0.30); wait(0.30); pad.tone(293.66,0.30); wait(0.30); pad.tone(261.63,0.30); wait(0.30); pad.tone(392.00,0.30); wait(0.30); pad.tone(293.66,0.15); wait(0.30); pad.tone(261.63,0.15); wait(0.30); pad.tone(293.66,0.30); wait(0.30); pad.tone(392.00,0.30); wait(0.30); while (pad.check_event(Gamepad::START_PRESSED) == false) { // animation loop until start button is pressed lcd.clear(); lcd.printString("Look for food",0,0); lcd.printString("Start story",9,4); lcd.drawSprite(25,8,25,32,(int *)symbol1); lcd.refresh(); wait(0.5); lcd.clear(); lcd.printString("Look for food",0,0); lcd.printString("Start story",9,4); lcd.drawSprite(25,8,25,32,(int *)symbol2); lcd.refresh(); wait(0.5); } } void introduction() { // background story lcd.clear(); lcd.printString("Liu Liting",0,0); lcd.printString("ID:201199465",0,4); lcd.refresh(); wait(1.0); lcd.clear(); lcd.printString("long long ago",0,0); lcd.refresh(); wait(1.0); lcd.printString("Since the",6,2); lcd.printString("earth destoried",0,3); lcd.printString("we need go",9,4); lcd.printString("to find",18,5); lcd.refresh(); wait(1.0); lcd.printString("(Press start)",3,1); wait(1.0); while (pad.check_event(Gamepad::START_PRESSED) == false) { // while-looping until the button is on lcd.refresh(); wait(0.5); } lcd.clear(); // background story lcd.printString("You will ",12,0); lcd.printString("control them",9,1); lcd.printString("to get what",6,2); lcd.printString("you need to",9,3); lcd.printString("then travel in",0,4); lcd.printString("the forest",3,5); lcd.refresh(); wait(1.0); while ( pad.check_event(Gamepad::START_PRESSED) == false) { // while-looping until the button is on lcd.refresh(); wait(0.5); } while (pad.check_event(Gamepad::START_PRESSED) == false) { // tutorial with animation lcd.clear(); lcd.printString("Useing your",10,0); lcd.printString("joystick to",8,1); lcd.printString("send yourself",2,2); lcd.printString("to the right",5,3); lcd.printString("forest",17,4); lcd.drawSprite(2,40,8,80,(int *)introduction1); lcd.refresh(); wait(0.5); lcd.clear(); lcd.printString("Useing your",10,0); lcd.printString("joystick to",8,1); lcd.printString("send yourself",2,2); lcd.printString("to the right",5,3); lcd.printString("forest",17,4); lcd.drawSprite(2,40,8,80,(int *)introduction2); lcd.refresh(); wait(0.5); lcd.clear(); lcd.printString("Useing your",10,0); lcd.printString("joystick to",8,1); lcd.printString("send yourself",2,2); lcd.printString("to the right",5,3); lcd.printString("forest",17,4); lcd.drawSprite(2,40,8,80,(int *)introduction3); lcd.refresh(); wait(0.5); } while (pad.check_event(Gamepad::START_PRESSED) == false) { // tutorial with animation lcd.clear(); lcd.printString("try not to",0,0); lcd.printString("interrupt it",0,1); lcd.printString("line when",0,3); lcd.printString("pass thro.",0,4); lcd.printString("the gap",0,5); lcd.drawSprite(54,16,16,18,(int *)intro3); lcd.drawRect(78,0,2,18,FILL_BLACK); lcd.drawRect(78,30,2,18,FILL_BLACK); lcd.refresh(); wait(0.5); lcd.clear(); lcd.printString("try not to",0,0); lcd.printString("interrupt it",0,1); lcd.printString("line when",0,3); lcd.printString("pass thro.",0,4); lcd.printString("the gap",0,5); lcd.drawSprite(62,16,16,18,(int *)intro3); lcd.drawRect(78,0,2,18,FILL_BLACK); lcd.drawRect(78,30,2,18,FILL_BLACK); lcd.refresh(); wait(0.5); } lcd.clear(); // last message before the game begins lcd.printString("rearch 6",12,0); lcd.printString("foods and then",0,1); lcd.printString("win the game",6,2); lcd.printString("God speed",15,3); lcd.printString("Going!",15,4); lcd.refresh(); wait(0.5); while (pad.check_event(Gamepad::START_PRESSED) == false) { //sparking leds pad.leds_on(); wait(0.25); pad.leds_off(); wait(0.25); } } void renders() { // clear screen, re-draw and refresh lcd.clear(); eng.draw(lcd); lcd.refresh(); } void finger_snap() { lcd.clear(); // at this point the game has broken the while loop, clear screen to display congrat message lcd.printString("Congrat!!",17,0); lcd.printString("Liu Liting",0,1); lcd.printString("201199465",15,2); lcd.refresh(); pad.tone(440.00,0.60); // adding the theme music wait(0.60); pad.tone(329.63,0.60); wait(0.60); pad.tone(392.00,0.60); wait(0.60); pad.tone(392.00,0.30); wait(0.30); pad.tone(293.66,0.30); wait(0.30); pad.tone(293.66,0.30); wait(0.30); pad.tone(261.63,0.30); wait(0.30); pad.tone(293.66,0.30); wait(0.30); pad.tone(261.63,0.30); wait(0.30); pad.tone(392.00,0.30); wait(0.30); pad.tone(293.66,0.15); wait(0.30); pad.tone(261.63,0.15); wait(0.30); pad.tone(293.66,0.30); wait(0.30); pad.tone(392.00,0.30); wait(0.30); while (pad.check_event(Gamepad::START_PRESSED) == false) { // enter loop waiting to restart the game lcd.printString("press start",9,4); lcd.printString("to return",15,5); lcd.refresh(); pad.leds_on(); wait(0.5); pad.leds_off(); wait(0.5); } } void end_game() { lcd.clear(); //break the while loop and enter gameover lcd.printString("OH!!!",18,1); lcd.printString("I don't feel",6,2); lcd.printString("so good ...",9,3); lcd.refresh(); pad.tone(261.63,1.63); // play sad music when lose wait(1.63); pad.tone(0.0,0.06); wait(0.06); pad.tone(261.63,0.63); wait(0.63); pad.tone(293.66,0.63); wait(0.06); pad.tone(329.63,0.63); wait(0.63); pad.tone(261.63,0.63); wait(0.06); pad.tone(329.63,1.63); wait(1.63); pad.tone(0.00,0.06); wait(0.06); pad.tone(261.63,0.63); wait(0.63); pad.tone(293.66,0.63); wait(0.63); pad.tone(329.63,0.63); wait(0.63); pad.tone(261.63,0.63); wait(0.63); pad.tone(349.23,0.63); wait(0.63); while (pad.check_event(Gamepad::START_PRESSED) == false) { // enter loop waiting to restart the game lcd.printString("press start",9,4); lcd.printString("to return",15,5); lcd.refresh(); wait(0.5); } }